/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Async/AbilityAsync_WaitGameplayTag.h
Wait until the specified gameplay tag is Removed from Target Actor's ability component If the tag is not present when this task is started, it will immediately broadcast the Removed event. It will keep listening as long as OnlyTriggerOnce = false. If used in an ability graph, this async action will wait even after activation ends. It's recommended to use WaitGameplayTagRemove instead.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|Tasks", Meta=(DefaultToSelf="TargetActor", BlueprintInternalUseOnly="TRUE")) static [UAbilityAsync_WaitGameplayTagRemoved](API\Plugins\GameplayAbilities\Abilities\Async\UAbilityAsync_Wa-_1) * WaitGameplayTagRemoveFromActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * TargetActor, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) Tag, bool OnlyTriggerOnce )